In the SE's classic mode, Guybrush says "That is a nice looking beard" when he looks in the mirror in his inventory, but the subtitle says "I feel pretty", were you gonna change that to the "I feel pretty" voice-file for your version of the game?

Yes, I used the "I feel pretty." sample, which, oddly enough, exists.
When the mirror is installed in Rum Rogers cottage, a bit more of that song is quoted for which no samples exists. In that case, I changed the entire text to the SE replacements, since keeping just "I feel pretty." wouldn't make sense in conjunction with the following lines. In original text mode, this scene is silent.

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Sometimes when I entered the gambling alleyway on Phatt Island, the wheel-operator would be non-visible for a second

Is there a reliable way to reproduce this bug? I rarely encountered this, and it seemed rather random.

v0.2 beta:
- Automated extraction of monkey2.000 and monkey2.001.
- "Oh. Shut up." wrong sample at Woddy.
- Cut off "You see that candle over there?".
- Music sync when dream-LeChuck morphs into root beer spraying Guybrush.
- Music stopped at peninsula. (v0.1 beta)
- "Nice." variations included.
- Various scenes now honor the "original text"/"match voice" setting.
- Stan variations for open and closed coffin.
- At Dinky beach, Guybrush automatically picks up the glass if necessary instead of magically filling it with water.
- Propper fix for spitting out the candle in easy mode.
- The wheel of fortune graphic always stopped at black (dark) in easy mode.
- Roulette dealer announced random colors in easy mode instead of the chosen one. (v0.1 beta)
- In the final chapter, you always have at least 4 seconds to react when LeChuck appears now. Previously, this was completely dependent on subtitle speed.
- Using the voodoo doll inside the lift wasn't supposed to be done, because it interferes with other scripts, yet it was possible when making the voodoo doll and using it fast enough as soon LeChuck appears. This is no longer possible.
- Paper look with Kate's flyer on the wanted-poster fixed.
- Mêlée Island door fixed.

Just downloaded v0.2 - have literally only just started a new playthrough, but just had to post a message to say I was very glad to see that, as well as the updates listed above, Fink's lines in his Scabb Island song have been switched back to the correct order!

Also, I've noticed one dialogue change that's been missed already at the start of Part I, when Largo's dangling you from the bridge:

Maybe I should make you one out of cement! = Maybe I should cut you one out of cement!

I'm looking forward to seeing the graphical fixes mentioned in the updates list, too. = ) Will be sure to let you know about any bugs I find, as usual.

Finished Part I - here's a complete list of bugs & dialogue changes I noticed so far:

Dialogue Changes
While being mugged by Largo:There are no police on Scabb Island! = There's no police on Scabb Island!Maybe I should make you one out of cement! = Maybe I should cut you one out of cement!

Talking to Captain Dread:There's no way he'd let me leave. = There's no way he would let me leave.

Getting a job in the Bloody Lip:Now go strap on an apron and get to work. = Now go strap on that apron and get to work.

(I know some of these are incredibly minor, but thought I'd document them anyway to get the most detailed list possible for you.)

Bugs
-When looking at your riches at the start, the line This maybe a lot of money, but it's nothing compared to how rich I'll be when I find Big Whoop. has a typo; in this context, it should read may be rather than the word maybe.
-If Largo discovers you in his room, his final line of dialogue, So, get the $#*&# out of here!, gets cut off by Guybrush leaving the room. Is there any way to force the scene to not change until the line is finished?
-When you have the completed voodoo doll of Largo, let Largo kick you out of his room before you get a chance to use it - the audio for his line Get out of my room. cuts off partway through.
-The Bartender in the Bloody Lip is the only character not affected by the lighting - Guybrush, Largo and Bernard are all darkened when in the bar, and adjust brightness depending on where in the bar they are, but the Bartender does not and looks unusually bright compared to everyone else as a result.

That's all I found in Part I. Will post again with anything more when I've completed some more of the game. = ) Loving it so far though. Particularly nice to hear the other "Nice" variations implemented, too. Excellent work!

There's no way he'd let me leave. = There's no way he would let me leave.

I would think about that one as the actor's liberty. There are a lot lines like this, also in MI1SE. I wouldn't exactly call it broken.
Typos on the other hand, I will fix, of course, like I already did a few. And those really altered texts, I will add for the "match voice acting"-option.

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-The Bartender in the Bloody Lip is the only character not affected by the lighting - Guybrush, Largo and Bernard are all darkened when in the bar, and adjust brightness depending on where in the bar they are, but the Bartender does not and looks unusually bright compared to everyone else as a result.

This is no true color game. The colors are limited, and so is what can be done with these effects. If you look further, you will notice that the fishes in the background have the wrong brightness in cutscenes, ie. the same as Largo/Bernard. That won't change either.

This is no true color game. The colors are limited, and so is what can be done with these effects. If you look further, you will notice that the fishes in the background have the wrong brightness in cutscenes, ie. the same as Largo/Bernard. That won't change either.

Ah, righto - my mistake. Should have realised there'd be a limit on effects of that sort.

Anyway, have just finished Part II and have a mammoth list of bugs and dialogue changes ready for you. That's probably the largest part of the game out of the way now. I might see if I can do Parts III and IV all at once when I next get the chance to play, since they're both pretty small and self-contained.

Dialogue Changes:
Talking to DeWaat on Booty:What? They doin' a treasure hunt again this year? = What? They're doin' a treasure hunt again this year?

Looking at the Spit Plaque:It's a plaque with an old-looking gob of something on it. = It's a plaque with an odd-looking gob of something on it.

Talking to Elaine:You know, I do have work to do. = You know, I have work to do.Go tell it to your mamma. = Go tell it to your mother.

Talking to the Fisherman on Phatt:I think you're just trying to get your hands on my pole. = I think you're just trying to get your hands on my fishing pole.I'll give you my prize-winning pole. = I'll give you my prize-winning fishing pole.Think I'll just drop a line right here. = Think I'll drop a line right here.

Looking at the mirror at Rum Rogers':That's a nice looking beard. = That is a nice looking beard. (Unless the SE subtitle for this replacement line really says "That's" rather than "That is", in which case just leave it as is - I haven't had a chance to check this, so thought I'd mention it regardless).

Delivery Men in Scabb Island Swamp:Hey, Rich. I could use a hand with this one. = Hey, Rich. I sure could use a hand with this one.

In LeChuck's Fortress (cutscene):You will regret a lot more if he finds another. = You will regret it a lot more if he finds another.

On Captain Kate's Ship:This ship is so small, the rats leaving it are humpbacked. = This ship is so small, the rats are leaving it humpbacked.

Typos:
-Talking to DeWaat on Booty, the line Well, if it's a party your looking for... has a typo; your should be you're in this context.
-At Stan's, I'm pretty sure the line Making plot reservations now insures you a space at our popular Scabb Island Internment Park™... has a typo - the context of the line suggests that insures is actually intended to be ensures, as in "guarantees". Not sure about this one, though.
-During the bone dance, rib bone is consistently mis-spelt as rip bone in all of the lines sung by the skeletons. This doesn't affect any of Guybrush's lines or the lyrics written on the paper as far as I could see.

Bugs:Booty Island:
-In the Antique Shop, if you talk to the parrot while the antique dealer is talking, after finishing its line the parrot doesn't stop its' talking animation. Instead, the animation will continue until the dealer finishes his remaining lines of dialogue.
-At Stan's, Guybrush still points the wrong way if facing the coffin and selecting the dialogue option How much is that coffin?. Adding the same check to see which way he's facing that you added to the Could you show me that coffin again? dialogue option should fix this.
-Sometimes, when Stan is in the coffin, if you open the coffin just as Stan's line is ending, even though the coffin is open his next line will be said in the "coffin closed" muffled voice and his talking animation will not play. Sometimes this also affects it the other way - if you close the coffin sometimes he will speak his next line in the "out of the coffin" voice. This seems harder to do than the other way around, though.
-At the Spitting Contest, there's an art goof - the banner on the far right reads "Pirate's Spit Contest!" rather than "Pirates' Spit Contest" as it should. Originally all the banners were incorrect, but this was fixed sometime between the demo and the full game; however, this banner was apparently missed when they fixed the other two.
-At Governor Marley's Party, when the skeleton guest says It's alright., the audio says Yep. instead. This seems like it's probably using the wrong audio file, rather than being a dialogue change, as the same Yep. is also correctly used elsewhere.
-Also at the party, the Pig-mask guest on the far right seems to have the audio files for his (cheap sexual innuendo) and (mindless retort) lines the wrong way around - currently his (cheap sexual innuendo) is a reply to the clown's (cheap sexual innuendo), while his (mindless retort) is him telling his own tale of innuendo.

Phatt Island:
-In the Jail, When offering the bone to Walt, Guybrush's whistle sounds occur at the same time as his dialogue lines Here, doggie doggie. and Here boy! It would be impossible for him to whistle to the dog and speak at the same time. Is it possible to make each whistle happen just before each of his lines instead?
-Also in the Jail, When talking to Captain Kate, Guybrush's line, I can explain, I--, gets cut off earlier than it should.
-At the top of the waterfall, when I used the monkey on the pump, the waterfall sound cut out after Guybrush had taken the monkey out of his pocket but before he'd actually used it to turn off the pump. Not sure what caused this.

Scabb Island:
-At the Voodoo Shack, the bug I mentioned before where the Voodoo Lady has two heads when taking Rapp Scallion's ashes from you still occurs. It looks like her head from her sitting/talking animation stays in place while her body plays the animation for taking the ashes, resulting in her briefly having two heads.
-On the close-up of Rapp Scallion's coffin, this bug occurred. Rapp Scallion's map piece was the third I got. Guybrush's line, That makes three map pieces - only one to go! occurred at the same time as Rapp's disappearing animation. Although the audio for the line played, no text was displayed despite being in Speech and Subtitles mode. Is this Rapp's animation interfering with the line? If so, is it possible to delay the appropriateThat's the (X)th map piece line until after Rapp is done disappearing?

One last question - I didn't include this in the bugs list as it would involve heavy modification of a background, and I wasn't sure if it was appropriate for this project, but: are there any plans to fix the lack of any floor outside the Woodcutter's door in Woodtick, or will this be left as-is to preserve the original background art as-is?

Anyway, hope that's not too mammoth of a list for you! = ) I've tried to be incredibly thorough on this playthrough to maxmise the amount of bugs I'm catching, so I'm afraid it's quite a large info-dump at once. Will let you know as soon as I have anything more, k? Until then, keep up the good work! = D

-Sometimes, when Stan is in the coffin, if you open the coffin just as Stan's line is ending, even though the coffin is open his next line will be said in the "coffin closed" muffled voice and his talking animation will not play. Sometimes this also affects it the other way - if you close the coffin sometimes he will speak his next line in the "out of the coffin" voice. This seems harder to do than the other way around, though.

This implementation was rather complicated, so I'm not suprised it didn't work perfect right away. I'll look into it.
Also, the game might hang when trying to open the coffin after nailed shut, I noticed. Should be easier to fix than the other issue, though.

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-At Governor Marley's Party, when the skeleton guest says It's alright., the audio says Yep. instead. This seems like it's probably using the wrong audio file, rather than being a dialogue change, as the same Yep. is also correctly used elsewhere.

The correct file doesn't seem to exist, so I intentionally used this instead. I forgot about it when implementing the "match voice"-mode. I will change the subtitle accordingly.

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-Also at the party, the Pig-mask guest on the far right seems to have the audio files for his (cheap sexual innuendo) and (mindless retort) lines the wrong way around - currently his (cheap sexual innuendo) is a reply to the clown's (cheap sexual innuendo), while his (mindless retort) is him telling his own tale of innuendo.

Interesting. The subtitles don't suggest anything meaningful, so I just put them in order. Should be easy to change, though.

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Phatt Island:
-In the Jail, When offering the bone to Walt, Guybrush's whistle sounds occur at the same time as his dialogue lines Here, doggie doggie. and Here boy! It would be impossible for him to whistle to the dog and speak at the same time. Is it possible to make each whistle happen just before each of his lines instead?

I think, this was the first I changed after uploading v0.2. It was obviously enough, so I tweaked the timing a bit. Funny enough, the same bug is present in the SE in classic mode.

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-At the top of the waterfall, when I used the monkey on the pump, the waterfall sound cut out after Guybrush had taken the monkey out of his pocket but before he'd actually used it to turn off the pump. Not sure what caused this.

Not only there. It pretty much stops randomly, even if you just wait at the fall or at the pump. Probably a limitation of iMuse AdLib. This and some similar bugs are documented by ScummVM, yet no one managed to write a workaround yet. I guess, changing the scripts won't solve this issue.

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One last question - I didn't include this in the bugs list as it would involve heavy modification of a background, and I wasn't sure if it was appropriate for this project, but: are there any plans to fix the lack of any floor outside the Woodcutter's door in Woodtick, or will this be left as-is to preserve the original background art as-is?

I think, I leave it to any graphics enhancements projects, just like I did with MI1. There are quite some inconsistencies in the drawings, which fortunately don't interfere with gameplay.

Yeah, I only noticed the other day something REALLY majorly wrong with the art in Woodtick - in the Bloody Lip, the view outside the windows is totally submerged, but it's dry outside the windows in the kitchen. And then the windows in the kitchen are on the wrong side of the room in relation to the outside view, as though the shot were mirrored.

I think, I leave it to any graphics enhancements projects, just like I did with MI1. There are quite some inconsistencies in the drawings, which fortunately don't interfere with gameplay.

I figured that would be the case. Thought I'd better mention it to make sure, though. = )

Have finished Parts III and IV now - not much at all from these! Part II was definitely the meatiest part, I think. Anyway, here they are:

Dialogue Changes
LeChuck's Fortress:I will then take your bones... = I will take your bones...

Talking to Chester on Dinky:How hard could that be? = How hard can that be?

Finalé:You know, this doll reminds me of the Stretchy Muscleman I had as a kid. - I know this line has already been changed to match the audio, but I would suggest one tweak to the text: re-instating the ™ from the original Stretchy Strongman™ version of the line. ™s are a staple of Monkey Island, and besides, most other "products" in MI2 have one - see Stan's Kozy Krypts™, Ash-2-Life™, or for an example from the same scene, Junior Ultra Soldier Commando Assault Vehicle™. As a result, I feel Stretchy Muscleman™ would work better here than the current version without the ™.But you've got to see-- = You've got to see--No chance, you'll just rip out my lungs when I get close. = No chance, you'll just rip my lungs out when I get close.

Bugs
-In the first scene of Part III, the delivery man with red hair looks miscoloured. The darkest shade of his skin is instead incredibly bright. I am guessing this is probably something like the Bartender issue I brought up before and thus cannot be fixed, but I thought I'd mention it just in case.
-The Parrot on Dinky has whistle sound effects that still overlap with some of its' dialogue. Since all these SFX are replaced with voice clips in the SE, I'm guessing this will be eventually fixed when the extra/updated SFX from the SE start being implemented.
-In the Finalé, the elevator and Juju bag are missing sound FX. I know adding sound to the Juju bag was mentioned as a fix that'd already been done in the v0.1 update list, so this confused me a little. Don't know if it makes any difference, but the room I used the bag in was the Mêlée Island back alley.

That seems to be it for now! Obviously this was only a single playthrough, so I didn't get to test quite all of the available dialogue options, but I was as thorough as I could be within that limitation. Hopefully this playthrough as a whole has captured a good amount of bugs + changes. = )

It does work most of the time, though. It seems, the complex finale music sometimes takes all resources. Probably the same limitation as with the water fall.
Also the campfire crackle is known to suffer from this.

The voodoo bag should be fixable with the usage of sampled sounds, but the elevator, the fire crackle or the water fall can't be replaced, since those would overlap with speech.

It does work most of the time, though. It seems, the complex finale music sometimes takes all resources. Probably the same limitation as with the water fall.
Also the campfire crackle is known to suffer from this.

Yeah, I just completed an Easy Mode playthrough to test for additional bugs/typos, and the SFX for both worked fine this time. Didn't find any additional bugs/typos, by the way, and the Easy-Mode-only dialogue seems 100% fine as far as I can see. = )

Shame it won't be fixable for the campfire/waterfall/elevator, but understandable as that's just due to the limitations of the game engine. Good to know the bag should work properly all the time when the SE SFX for it are implemented, though.

the official features list of MI2SE says: "Character voiceover available in both Special Edition and Classic modes".

so, i have just this one question and i will probably be flamed to hell and back for it:

Couldn't you just play the classic mode with voiceover enabled? So, what is the actual goal of this project when you already got the "talkie" in MI2SE? you'll need to buy MI2SE for this patch anyway, AFAIK.

I'm sorry if i'm totally missing the point of this project. i don't want to offend someone, you guys did a great job on the Ultimate Talkie Edition for MI1.

Plus, on top of the above point, this version also aims to fix bugs and, to some extent, art goofs present in the original game. Being run from the original files rather than through the SE's interpreter, it also avoids any bugs that are the fault of the interpreter executable. There's also corrections to text etc. such as instances where the makers of the SE forgot to change some lines to match the altered dialogue; plus the ability to play with the original unmodified dialogue if you want, something that is not possible in the SE. Also, the ability to turn the narrator on and off, depending on whether the narration bugs you or not.

Overall, it just aims to be a 'complete' version of the classic version of MI2, with voice acting, as few bugs as possible and more customisation options than the SE's classic version allows. = )

And you get to hear the voices alongside the proper soundtrack, rather than the weird not-properly-emulated-or-implemented midis from the special edition. And you can hear the adlib soundtrack alongside voices too.

EDIT: OK, According to this, I need to install libsdl1.2debian-all and libsdl1.2-dev.
The problem is, to install them I have to remove the ubuntu-desktop package! And i obviously don't want to do that
I see if I can find something.

Hello I'm from Spain, you have done a really nice job, thanks for this. I have a little question about merge Spanish text files of MI2 CD with the "MI2 Ultimate Talkie Edition". I tried copy some files from one version to another, but this hasn't worked. Can you help me?

I've not been on here in a long while now - probably not since my last post in this thread back in 2010 - so to check back and find some news of this project was a nice surprise!

I'm really glad to hear this project isn't dead. If you would like me to continue testing and bug-reporting from where I left off last time, I'd be happy to help out again. = ) I'm employed in a full-time job now, so would have a bit less time for it than I did last time around; however, I'd be happy to put in the time when I can to make sure we catch as many bugs and instances of changed dialogue as possible. This project wasn't far off of being as complete and polished as the MI1 Talkie Edition project, and I'd love to help out again in taking it that extra step to completion.

Obviously I'd wait for a new version to be released before getting started, though - I'm pretty sure I reported everything I could find in the previous version, and if work on a new version is continuing again there's no point in me reporting things that might already have been fixed in the upcoming edition.

Will keep my eyes open for any updates in future. = )

Last edited by DisapprovingOwl; 07-10-2012 at 08:43 AM.
Reason: Somehow missed the word "glad" out of "I'm really glad to hear...", resulting in a bit of a nonsensical sentence! = S

I found out that the biggest problem was in Photoshop CS6 and dds plugin. So you have to do is:

1. Use Monkey explorer and save image (you would like to modify) as dds.
2. Open it in Photoshop and repaint it, then save it as TGA 32 bit. (alpha)
3. Download Gimp 2.8 + dds plugin for Gimp 2.8 and open your TGA in it.
4. Export it as dds with compression BC3/DXT5
5. Convert your dds back to dxt with Image converter 1.1

You have to save your new "image.dxt" to the same folder as original root file "monkey2.pak" has.
For example: If your image was in the folder: "rooms/images/4_shore/" you have to create exactly same folder in root folder of the game. Game will load your new file instead of original file from monkey2.pak

(same thing for MI1:SE and MI2:SE, all files has to have exact name as original files)

I hope this helped.

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Originally Posted by mehdi.moha

can you please let me know how can i import image to MI2 ? then i will let you know the result